• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Fukua's Original Combos

Mid Screen universal no otg (BNB):
cr.lk > cr.mp > cr.hp > hk shadow > s.mk > s.hp > j.hp > j.hk > cr.mp > cr.hp > mk shadow > j.mp > j.hk > s.lk(x2) > cr.mk > cr.hp > hk drill > super
(8051 with drill super) (6861 no super)

ARGH maybe I'm an idiot and it was obvious, but after the MK Shadow, you have to Super Jump for the j.MP to get the spacing right for the 2 LKs to hit.

Maybe you don't and I just suck, but it makes it WAY easier.

Hopefully this helps someone like me.
 
  • Like
Reactions: mcpeanuts
ARGH maybe I'm an idiot and it was obvious, but after the MK Shadow, you have to Super Jump for the j.MP to get the spacing right for the 2 LKs to hit.

Maybe you don't and I just suck, but it makes it WAY easier.

Hopefully this helps someone like me.

You don't have to super jump but that still works basically the goal is to hit the lower half of there hit box with the j.hk so that you land on the ground before them and can hit them with s.lk before they land.
 
You don't have to super jump but that still works basically the goal is to hit the lower half of there hit box with the j.hk so that you land on the ground before them and can hit them with s.lk before they land.

Alright, my SG execution isn't that great so I wasn't sure.

For the record though I do feel like Super Jumping helps me land it way more consistently!
 
(Starting from the left side). I simply just held :UF: during the MK shadow animation to insure you get off the ground as soon as possible. I find this easier than super jumping personally. That should allow you to catch the lower part of their hurtbox with j.hk. (Of course, do w/e is easier for you since it's essentially the same end result).
 
Last edited:
Only reason to not super jump is so you can do j.mp > j.mk > call assist and get a nice little cross up from it. (you can't call assist when you super jump for those who don't already know that)

But what ever works for you is all that matters.
 
Found a corner burst bait combo that does 10k and works on everyone just have to switch one move depending on if they are a light or heavy character, so here it is.

After burst in corner: s.hk > otg hk shadow > s.hp > j.hk > s.mk > s.hp > j.hp > j.hk > cr.mp > cr.hp(for heavy) or s.hk(for light) > mk shadow > j.mp > j.hk > s.lk(x2) > lk shadow > s.lp > s.lk > cr.mk > s.hk > hk drill > super
(10k with drill super) (8.8k no super)
 
  • Like
Reactions: b0nk
Man, I haven't posted a combo here since SDE Painwheel was the thing. Anyway, here's something that works for Fukua that's great damage and works on everybody, granted you're willing to make your Clone do some work!

Lp, Cr.Mp, Cr.hp, M Forever-a-Clone, Air Hk, St Hp, Air Hp, Air Hk, Cr.Mp, Cr hp, L Forever-a-Clone, Air Lk, Air Hk, St lp, St lk, St Mk, Cr Hp, H Platonic Drillationship, THE DRILL THAT WILL PIERCE THE HEAVENS...of my dreams.

Damage: 7916

Add in a starting Air Hk/Air Hp follow-up, take away starting Lk/Lp: usually betweet 8200 to 8400

Corner fun:
Got 3 bars to spare after Platonic Drillationship? Well you could do a Level 3, but if you want to look too cool for your shoes at the cost of 20 damage, then end with Fireball Super, Air Fireball Super (takes a little practice to be fast enough. Only use the light version.), then believe in the me that believes in you by piercing their heavens with your drill!

The important thing to practice is when to do the Light Forever-a-Clone since it can be a little different for everybody to make them fly that little bit.
 
  • Like
Reactions: Mr. X
Fireball Super Air Fireball Super Drill Super? That's some soul crushing styling.
 
Some more combos with air fireball.
 
If you get a HCH all you do is add: s.mp/k, s.hp, j.mp/k, j.hk.

My corner HCH combo:

CH j.hk,
s.lk, s.mk, s.hk, H shadow,
s.hp,
j.hp, j.hk,
c.mp, s.hk, M shadow,
j.lk, j.hp, j.hk,
s.mk, s.hp,
j.mp, j.hk,
s.lk, s.lk, c.mk, s.hk, H drill, super

9.8k

and an easy midscreen one:

CH j.hk,
s.lk, s.mk, s.hp,
j.hk,
s.mk, s.hp,
j.hp, j.hk,
c.mp, s.hp,
j.mk, j.hk,
s.lk, s.lk, s.hp,
j.mp, j.hk,
s.lp, s.lk, c.mk, s.hk, H drill, super

9.3k
 
Not sure if this has been done before. But if you're willing to spend 3 bars for a double DHC combo for a near TOD at 3v3...

 
Not sure if this has been done before. But if you're willing to spend 3 bars for a double DHC combo for a near TOD at 3v3...


I bet if you let Filia fall to the ground before doing the beam super, you'll have a TOD.
 
I bet if you let Filia fall to the ground before doing the beam super, you'll have a TOD.
Nope, that's about the latest you can DHC without Peacock's super whiffing. To get the Argus beam to hit, I'd need to do it before Fillia does the last hit, which loses me about 1000 damage.
 
Last edited:
You can DHC out of Fenrir into Argus as the opponent hits the ground
Timing isn't super dead easy but not exactly difficult either
http://www.hitbox.tv/video/156459 You gain a ton of damage this way.

(btw @Bella players this also works for the DHC into Dynamo~ stop being wussypussies and do this please~)
Tried it. Got 15,469 damage.
 
CMV I did with Fukua/Peacock/Filia. Includes an updated version of the combo in my other video and a 5 bar TOD on 3v3.

 
Winnie's bnb whiffs on Squiggly. To get it to not whiff, you can do just j.HK after MK Shadow instead of j.HP, j.HK, but you obviously lose out on damage that way. I can't get the normal version of the bnb to work on Squiggly at all, so I'm doing that one for now.
 
Good news & bad news.

Good news:Know an easy & effective combo for Fukua.

cr.LP -> cr.MP -> cr.HP -> cr.LP -> cr.MP -> s.HP -> airLP -> airMP -> airHK -> cr.LK -> cr.MK -> s.HP -> airLK -> airMK -> airHK -> airHP

Bad News: Don't know how to use a special then and/or super in middle or end of the combo. Anybody?
 
Good news & bad news.

Good news:Know an easy & effective combo for Fukua.

cr.LP -> cr.MP -> cr.HP -> cr.LP -> cr.MP -> s.HP -> airLP -> airMP -> airHK -> cr.LK -> cr.MK -> s.HP -> airLK -> airMK -> airHK -> airHP

Bad News: Don't know how to use a special then and/or super in middle or end of the combo. Anybody?
For your air chains, do j.HP, j.HK, land, st.LK, st.HP, j.LK, j.MK, j.HK, st.LP, st.HP, j.MP (wait), j.HK, and then super (QCF+PP or QCF+KK) as soon as you land. Either that, or land, do st.LP, st.MP, QCF+K or QCF+P. Never end with j.HP as that pushes your opponent away. Also try not to add on too many normal hits so you save enough undizzy for extensions or super.
 
Last edited:
CMV I did with Fukua/Peacock/Filia. Includes an updated version of the combo in my other video and a 5 bar TOD on 3v3.

just curious, how old are you dev?
 
Hey,

So what is the best double snapback combo to use with Fukua? I've seen one with HP->MK Shadow, repeat, one with jumping HK in the corner over and over, one with a relaunch, etc.

Which one is the best to use? And is it universal, or is it weight dependent?
 
Is there a way to improve this.

cr. Lp cr mp c. Hp xx qcb mk
SJ hp SJ hk
s. Lp s. Mp s. Hp
j.lk j.mk j.hk
s. Lk s.mk xx hk drill clone super
 
Is there a way to improve this.

cr. Lp cr mp c. Hp xx qcb mk
SJ hp SJ hk
s. Lp s. Mp s. Hp
j.lk j.mk j.hk
s. Lk s.mk xx hk drill clone super

How does it compare in damage to Winnie's bnb?
 
I'd suggest just doing Winnie's bnb then, it's as optimized as you can get with one bar and no assist.
 
I'd suggest just doing Winnie's bnb then, it's as optimized as you can get with one bar and no assist.
I wanted to see if there was something I was missing and not just learn something. But I'll try to figure it out myself. Thanks.
 
New patch, new toy.

Things I've noted so far regarding the patch:
  • At point blank, air Love Dart is +2 on hit and -1 on block. If you doublejump afterwards, you might as well be neutral.
  • You can no longer link off of instant j.HK to LP-Airdart, but you can still barely link a falling j.LK on some characters if you delay the j.HK a few frames and aren't fighting really tall grounded characters like Double or Big Band.
  • It's already been mentioned elsewhere, but for completion's sake... now that BFFs has 3 more startup, you cannot combo into it from any Drills. Gotta use a cr.HP groundbounce, OTG off s.HK, or hit with a shadow to combo with it.
 
New patch, new toy.

Things I've noted so far regarding the patch:
  • At point blank, air Love Dart is +2 on hit and -1 on block. If you doublejump afterwards, you might as well be neutral.
  • You can no longer link off of instant j.HK to LP-Airdart, but you can still barely link a falling j.LK on some characters if you delay the j.HK a few frames and aren't fighting really tall grounded characters like Double or Big Band.
  • It's already been mentioned elsewhere, but for completion's sake... now that BFFs has 3 more startup, you cannot combo into it from any Drills. Gotta use a cr.HP groundbounce, OTG off s.HK, or hit with a shadow to combo with it.
don't like the air throw conversion. ima tell you why. NO ONE will fall for that air throw set up
 
NO ONE will fall for that air throw set up

The point is the height, not the setup, so they can be put into almost any setup you can use. The first followup works anywhere above normal jump height (aka. superjump/doublejump), and the second works everywhere else except for "airthrow so close to the ground you cancel into ground specials instead" height. I've tested the entire cast, and the only exceptions I've found so far are:
  • Double (at max normal-jump height you need to hit s.MK on the 1 re-OTG frame)
  • Cerebella (her hurtbox is so below her point during the relevant frames that she lands before LK-Shadow can hit during the low conversion, forcing a meterburn from the groundbounce)
  • Big Band (the airdart hits too early, rendering low-height conversions impossible and forcing a tight forwards doublejump j.HK link in all other situations.)
Or do you mean that any airthrow that isn't set up by a mid-combo airdart doublejump airgrab won't ever land, as that locks out the airdart to combo with?
 
The point is the height, not the setup, so they can be put into almost any setup you can use. The first followup works anywhere above normal jump height (aka. superjump/doublejump), and the second works everywhere else except for "airthrow so close to the ground you cancel into ground specials instead" height. The only exceptions I've found so far are:
  • Double (at max normal-jump height you need to hit s.MK on the 1 re-OTG frame)
  • Cerebella (her hurtbox is so below her point during the relevant frames that she lands before LK-Shadow can hit during the low conversion, forcing a meterburn from the groundbounce)
  • Big Band (the airdart hits too early, rendering low-height conversions impossible and forcing a tight forwards doublejump j.HK link in all other situations.)
Or do you mean that any airthrow that isn't set up by a mid-combo airdart doublejump airgrab won't ever land, as that locks out the airdart to combo with?
.....jesus christ the l shadow was better than my idea of using M shadow congratz.
either way the air throws are barely a threat due to not having as many mixups. i would trade for the untechable knd if it was me but w.e you fukua one way and i fukua my way
 
this is probably unoptimized as hell, but I do this now:

(j. HK)
st. LK, st. MK, st. HK xx qcb LK+HK
cr. MP, cr. HP xx MK Shadow
j. HK
st. LP, st. MP, st HP
j. MP, j. HK
st. LK, st. MK, st. HK xx qcf LK+HK

2 meters, 8464 damage.

I'm newish so I'm sure I'm missing a few things to squeeze out some extra damage without making it that difficult (this combo in this state is extremely easy to perform)
 
this is probably unoptimized as hell, but I do this now:

(j. HK)
st. LK, st. MK, st. HK xx qcb LK+HK
cr. MP, cr. HP xx MK Shadow
j. HK
st. LP, st. MP, st HP
j. MP, j. HK
st. LK, st. MK, st. HK xx qcf LK+HK

2 meters, 8464 damage.

I'm newish so I'm sure I'm missing a few things to squeeze out some extra damage without making it that difficult (this combo in this state is extremely easy to perform)
Hmm... part of me is thinking that the 2 bars is too much, since you can get more damage with some other combos with only 1 meter (though probably not off raw j.HK). That, or trading off about 1000+ damage for a chance to do more damage in your follow up combo might be a better idea.

Then again, she builds enough meter off neutral that it could be fine.

EDIT: Don't have the time to test now, so let me just ask. What's your drama/undizzy after that last air chain. I figure, you might be able to go for one more launch into air chain to extend. Say st.LK. st. MK, st.HP (instead of the last chain), then j.LK, j.MK, j.HK (land) qcf LK+HK.
 
Last edited:
Easy mode no shadow no ground bounce Fukua.


7.5k universal, only adjustment is delay the jHP jHK vs Cerebella because, you guessed it, banana hitbox! Yay! Also, get used waiting a bit for the last string so cMK hits right and doesn't make cHP whiff, etc. This is a good combo for new players who are ready to step up to a 'full sized combo' but don't feel comfortable with shadow clones or other fancy stuff. Designed in beta.

Use cMK for confirms if you feel you need it but sMK is a lot better, IMO, and cMK is gonna eat up scaling and your damage. cMP is your 'safe on block' normal and it's range is not as good as sMK or cMK but it's used more in shadow clone combos so it's still good once you move on from this. sMK is -4, which still isn't terrible. sHK LDart kara is pretty dang safe between spacing and frame advantage, so it's not bad to learn that for an on-block situation. Just throwing these tips in for new players, as the combo is designed for.

cLK sMK sHP jHK sMK sHP jHP jHK cLK sHP jMK jHK sLP2 cMK3 cHP HDrill xx SDrill

2LK 5MK 5HP 9HK 5MK 5HP 9HP 9HK 2LK 5HP 9MK 9HK 5LPx2 2MKx3 2HP 236HK xx 236KK
 
  • Like
Reactions: Nevins
Here's your 2 Meter and 3 Meter universal easy mode combos. Tested on everyone.


cLK sMK sHP jHK sMK sHP jHP jHK cLP sMK cHP LDart BFF cLK sMK cHP HDrill xx SDrill 8k

2LK 5MK 5HP 9HK 5MK 5HP 9HP 9HK 2LP 5MK 2HP 236LP 214KK 2LK 5MK 2HP 236HK xx 236KK


cLK sMK sHP xx Shy Run otg cMP sHP jHK sMK sHP jMK jHP jHK sLP2 cMK3 cHP HDrill 10k

2LK 5MK 5HP xx 214PP 6PP otg 2MP 5HP 9HK 5MK 5HP 9MK 9HP 9HK 2LPx2 2MKx3 2HP 236HK

Same adjustments as the previous combo, Bellabox.

Tip for the final strings on lights: Delay the normals in the final AIR STRING before the final ground string, it can make the hitstun of jHK hit later and therefore closer to you being on the ground so that restanding into the sLP cMK chain is not such a pain. Or just substitute cMK for sMK and bypass that issue entirely at the cost of, probably, negligible damage.

EDIT: Important note I almost forgot! The 2 meter combo with BFF from LDart is designed for and in beta, where Fukua is still different than retail as of this post. When this version of Fukua moves to retail, HDrill to BFF will be gone, which is why I made this version.
 
Last edited:
I've been working a lot on Fukua, and she's my second-best character after BB. Thanks for the info. I've been writing down combos on post its & practicing 'em in Training for quite a while now. I've never been much of a long combo person, but have been pushing myself in this game.
 
Last edited:
  • Like
Reactions: gllt